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tb100 commented on Apple introduces spatial video capture on iPhone 15 Pro   apple.com/newsroom/2023/1... · Posted by u/dagmx
locallyidle36 · 2 years ago
To clarify, are users able to perceive depth from the video passthrough? I'd imagine you'd need to adapt that monocular video into a stereoscopic 3d scene using lidar/etc. Or is it more of other tricks that make the 2D passthrough comfortable when viewed with the 3D AR content?
tb100 · 2 years ago
Hi - I'm Simon, and I've been leading the development on the low-level runtime bits for Zapbox.

We synthesise the views for the left and right eyes by projecting the camera image onto some assumed world geometry. Our 6-DoF experiences are generally designed for a table-top setting, and we project the camera onto an infinite plane on that table surface (there's a physical origin marker to define the origin of the space for the 6-DoF experiences). There's also a plane parallel to the device a few meters in the distance (to avoid a "horizon").

Sounds simple but for table-top experiences like viewing 3D models on a table it does give a convincing stereo effect - things like shadows from the model on the table just look right. Combined with the really low-latency display pipeline[1], the nice camera (1440x1080p @ 60fps), and the direct peripheral view of the real world thanks to the headset design gives a really pretty comfortable MR experience.

The next job will be improving the quality of the world geometry so that camera reprojection works better for static parts of the scene. We might try something live with lidar but for most rooms an offline process (or even manual placement and scaling of planes for walls / floors) would already provide a decent improvement.

The hardest part is foreground objects - hands, controllers, other people. Some scheme to detect and segment out those foreground bits and reproject them separately using an estimated depth map (whilst infilling the background layer for the static world) would be needed there. Complex in general but for things with known geometry ie controllers, it seems like something we should be able to do.

What's hopefully clear is that we're pushing to make the headset MR experience using your phone the best it can possibly be, given the limitations imposed by the hardware such as camera positioning. We're in a pretty good place already but there are definitely more improvements to come :)

[1] As this is HN, I can say a bit more technical stuff about the display pipeline... We have an iOS implementation for async timewarp - we've been able to circumvent the usual queuing of frames that happens on iOS to implement a late warp render just 3ms before a new frame starts scanning out. That means we can get a really recent camera frame (on iOS frames are delivered to the app around 20ms after capture) and also apply rotational reprojection for any movement since the frame was captured. Reprojecting for predicted translation at display time is on the roadmap too which should remove the last bit of noticeable latency when moving.

tb100 commented on Amazon S3 CORS implementation is broken   forums.aws.amazon.com/thr... · Posted by u/tb100
tb100 · 4 years ago
OP here - I'm hoping by posting a forum thread explicitly stating their current behaviour is broken and providing a link to the spec that they are violating will allow Amazon to accept they have an issue and hopefully fix it.

There are so many threads on CORS around StackOverflow and the AWS forums and users tend to assume they've got something wrong in their configuration, or blame the browsers for returning a cached response that they are completely entitled to do. "Solutions" are always given to ensure all requests are cross origin (such as by `<img crossorigin ...`) or cache-busting with a query parameter.

S3's CORS implementation came out in 2012 and has never managed to get this right as far as I can tell. They did add a `Vary: Origin` header to their CORS responses in April 2013 - https://forums.aws.amazon.com/thread.jspa?threadID=103402&st... - but still now over 8 years later their non-CORS responses don't have this header.

tb100 commented on IndexedDB is completely broken in latest Safari   twitter.com/feross/status... · Posted by u/feross
feross · 4 years ago
I’ve been shocked at the number of show-stopper bugs shipping in Safari recently so I’m doing what I can to draw attention to it. I hope it helps the Safari team get the resources they need from the big wigs at Apple.

Also: Didn’t mean to imply I wrote that report. We were about to open a duplicate issue before noticing yours. Thanks!

tb100 · 4 years ago
No worries, I imagine many teams have been through the same process over the past couple of weeks!

We've definitely had the same experience of Safari introducing way more issues with new releases than Chrome, and the fact it's part of the iOS image seems to make quick patching just never really an option.

I just wish they'd engage a bit more directly on the bug tracker - find it hard to believe that twitter is a more effective means to get attention on bugs.

tb100 commented on IndexedDB is completely broken in latest Safari   twitter.com/feross/status... · Posted by u/feross
tb100 · 4 years ago
I wrote up the bug report for this a couple of weeks ago when iOS 14.6 first rolled out. iOS 14.6 at least did finally fix using HLS streams in gl.texUpload2D() on iPhone 12 series (which was broken since launch) but this new bug did mean our delight at that fact was somewhat short-lived!

Well done on your viral tweet that got some personal attention from Apple. Usually when I spend days narrowing down Safari bugs to minimal reproducible test cases, finding workarounds, and writing everything up in detail on the webkit bug tracker the only public response from Apple is the radar importer bot, and then everything goes quiet.

Btw, your original twitter thread implies you were the author of the bug report. Minor annoyance, but I did spend quite a while writing that up :)

tb100 · 4 years ago
Chrome 91 on Android also managed to break WebAssembly memory growth which affects our sites too, so it's been a rough couple of weeks working around browser bugs for us. https://bugs.chromium.org/p/v8/issues/detail?id=11863

I find the Chromium team much more willing to engage directly and constructively on their bug trackers at least.

tb100 commented on IndexedDB is completely broken in latest Safari   twitter.com/feross/status... · Posted by u/feross
tb100 · 4 years ago
I wrote up the bug report for this a couple of weeks ago when iOS 14.6 first rolled out. iOS 14.6 at least did finally fix using HLS streams in gl.texUpload2D() on iPhone 12 series (which was broken since launch) but this new bug did mean our delight at that fact was somewhat short-lived!

Well done on your viral tweet that got some personal attention from Apple. Usually when I spend days narrowing down Safari bugs to minimal reproducible test cases, finding workarounds, and writing everything up in detail on the webkit bug tracker the only public response from Apple is the radar importer bot, and then everything goes quiet.

Btw, your original twitter thread implies you were the author of the bug report. Minor annoyance, but I did spend quite a while writing that up :)

tb100 commented on Show HN: ZapBox – Smartphone-Based 6-DoF Mixed Reality (Headset and Controllers)   kickstarter.com/projects/... · Posted by u/tb100
tb100 · 5 years ago
Hi all,

I'm the guy in the walkthrough video.

ZapBox started as a Google Cardboard-inspired approach for video see-through MR, but we've now completely redesigned the physical product for the ZapBox use case.

The linked video shows a walkthrough of the older cardboard version, just because the tracking code for the new designs isn't production-ready yet.

Thought I'd share this with HN rather than the general Kickstarter campaign for the new design, as it goes into a bit more technical detail and shows some interesting issues in bringing stereo MR to existing smartphone devices.

Happy to discuss anything technical ZapBox-related here, relating either to the old or the new version. And of course if you want to back the current Kickstarter campaign, that'd be much appreciated too :)

Simon

tb100 commented on Magic Leap Demo Video – A Technical Analysis   zappar.com/blog/magic-lea... · Posted by u/tb100
achr2 · 10 years ago
One thing to note is that light perception in human vision is not purely additive - especially when focal planes are taken into consideration. With proper light-field technology (i.e. actual projections within a focal plane) the effect of non-opacity could be greatly reduced. In any case, your example images showing additive light do not mimic reality very well. For example, in the far right images, the view of mars that would be perceived by a human eye would look nearly perfectly opaque (except where the 'dark bands' are less bright than the background). You certainly would not perceive the black screen bezel at all.
tb100 · 10 years ago
Thanks for the note, I'll add some more caveats to that section; I don't really know anything about the human vision system. Do you know of any better mathematical models of human perception that I could use to produce more accurate mock-ups?

I've tried on some of the glasses from Meta and Epson that consist of more traditional micro-displays and optics to set a fixed virtual focus plane a couple of metres away. It's definitely possible to shift attention between the real and the virtual, and not feel too distracted even with relatively busy background scenes (using some of the "shades" definitely helps to boost contrast of the virtual content though). When real and virtual are at different focal planes it seemed to make maintaining attention on the virtual content easier, and stereo also seems to help with that.

However the true promise of "Mixed Reality" experiences are when you don't have to choose to attend to real or virtual, but simply look at a part of the combined scene. When virtual and real are so closely connection it seems likely to me that the depth of the virtual content would need to be matched with to the depth of the real world, so the virtual and real focal planes would be the same and the user would lose the ability to use depth cues to direct attention.

If real and virtual are at the same depth, how would you imagine the scene would look? Is the additive mock-up still unrealistic?

u/tb100

KarmaCake day84November 20, 2014View Original